Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский)
Español - Latinoamérica (латиноам. испанский)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский)
Português-Brasil (бразильский португальский)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом
Using this next time.
Dynamic Towns was developed and released after receiving permission from TofuSojo, the author of Trading Posts Grow Into Towns. So it is not compatible because it is a replacement.
To keep the AI competitive, there's a scripted mechanism to help the AI place villages in optimal locations if they're falling behind the expected number of towns per city over the course of the game. (This is important because I don't have direct access to the AI worker placement logic in Civ V... only a DLL mod can directly edit the AI's logic.)
And thank you!
*Gratz on the newborn.
I actually recommend leaving adjacency enabled for villages. You may find scenarios as a city planner where you want to build several villages next to each other, with the foresight that one will grow into a town and the other into a large town later on.
It isn't really optimal to build villages where they won't grow into towns eventually, and since towns can't be adjacent to each other, this is the main mechanism that discourages building villages next to towns unless you have a good reason.
If you do build a village next to a town, you'll get a thematic message telling you the village's growth has stagnated. (This won't happen if the village can grow into a large town because it's in a great location!)